Hi all,
I am sure this question must have been asked before, but I had a search and couldn’t find it, apologies if it has.
I have created spritesheets using Texture Packer and produced 3 sheets for each set (normal, @2x, @4x). Everything works great on the normal sheet, I am encountering a problem when using devices with higher resolutions which is obviously loading a different spritesheet. The physics bodies do not match the new spritesheet, they are half or a quarter of the size.
For most sprites I can just use, graphics.newOutline (which works with the appropriate spritesheet) but I have a few sprites where this is not possible because some parts of the image are not to be included in the physics body.
Is there a way to detect which sprite sheet has been loaded so I can scale the physics body table before applying it?
Cheers,
Craig